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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 212236" data-attributes="member: 4303"><p><strong>The PCs, their Animals and Nehael</strong></p><p></p><p>These are the characters as they stand in the Spring of the year 688, before the beginning of the War of Secession.</p><p></p><p>I sat down with each of the players to make sure my copies of the characters were fully rationalized wrt. game mechanics - its amazing how many errors came to light. Dan's illegible handwriting, Dave's sloppy math and my lazy, half-asleep, cut-and paste means that errors (actually, mostly mine) in the opening post have been rectified. </p><p></p><p>I'm trying to find Mostin's Spell descriptions - I've got a copy tucked away on my desktop somewhere. Otherwise I'll have to pester Dan.</p><p></p><p></p><p></p><p><strong>Eadric</strong></p><p> </p><p>Human male Paladin 15 / Divine Disciple 1; medium sized humanoid (human); HD 15d10+1d8 + 64; hps 168; Init +1 (+1 Dex,); Speed 20 ft; AC 28 (+1 Dex, +12 Armour, +5 Shield); Attack: BAB: +15/+10/+5; +25/+20/+15 (Magical Bastard Sword + Belt) or +24/+19/+14 (Magical Lance + Belt); Dmg: 1d10+9 (15-20/x2) (Magical Bastard Sword), 1d8+9 (x3) (Magical Lance + Belt) - double on charge. SV Fort +20, Ref +11, Will +15; AL LG; Str 18 (24), Dex 13, Con 18, Int 12, Wis 16, Cha 22.</p><p></p><p>Languages: Common, Celestial</p><p></p><p>Skills: Ride +16, Knowledge (Religion) +10, Knowledge (Nobility) +8, Diplomacy +24, Handle Animal +11, Perform +10 (Ballad, Ode, Lute, Dance), Knowledge (History) +6, Sense Motive +7.</p><p></p><p>Feats: Exotic Weapon Proficiency (Bastard Sword), Power Attack, Mounted Combat, Ride-by-Attack, Spirited Charge, Weapon Focus (Bastard Sword), Improved Critical (Bastard Sword)</p><p></p><p>Special Abilities: Detect Evil at will, Divine Grace, Lay on Hands (75hp/day), Divine Health, Aura of Courage, Smite Evil (1/day, +15 dmg), Remove Disease (5/week), Turn Undead (as CLE 13, 8/day). Strength Domain Power (1/day: +16 to Str for 1 round). Divine Emissary (Telepathy w/ LG celestials in 60 ft.)</p><p></p><p>Spells: -/3/3/2/1. Prepared spells vary, but usually include "Holy Sword." Plus Strength domain spells: Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity.</p><p></p><p>Magic Items:</p><p>"Lukarn." LG Keen Sunblade (Bastard Sword) +2, +4 vs Evil Creatures. Double Damage vs. Undead. Int 14, Wis 17, Cha 15. Semiempathy. 1 x Extraordinary Ability: Heal 1/day. Special Purpose: Slay Chaotic Evil Creatures. Special Purpose Power: Confusion. Lukarn has an Ego of 20.</p><p>"The Skin of Sarth." +4 Full Plate Armour of Invulnerability.</p><p>"Melimpor's Iron Girdle." Belt of Giant Strength +6.</p><p>"Melimpor's Shield." A Large +3 Shield of Blinding.</p><p>"Kirm." Heavy +2 Dragonbane Lance. </p><p>3 Javelins of Lightning</p><p>4 Potions of Cure Serious Wounds; 2 Potions of Haste.</p><p></p><p>Physical Characteristics: 34 Years. 190 lbs. 6’1." Tawny, shoulder-length hair, brown eyes, athletic but not over-muscled. Fair Complexion. Now sports a beard which makes him look older than previously.</p><p></p><p></p><p><strong>Tatterbrand, Eadric's Squire</strong></p><p></p><p>Human Fighter 8; medium sized humanoid (human); HD 8d10+16; hps 64; Init +7 (+3 Dex, +4 Improved); Speed 30 ft; AC 20 (+3 Dex, +4 Armour, +3 Buckler); Attack: BAB: +8/+3; +12/+7 (MW Longsword) or +15/+10 (Composite Shortbow w/ magic arrow) Dmg: 1d8+2 (19-20/x2) (MW Longsword) or 1d6 +5 (x3) (Composite Shortbow), SV Fort +8, Ref +5, Will +2; AL LG; Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 13.</p><p></p><p>Languages: Common, Elven</p><p></p><p>Skills: Ride +10, Jump +10, Handle Animal +10, Swim +8, Intimidate +6, Climb +7</p><p></p><p>Feats: Weapon Focus (Longsword), Weapon Focus (Composite Shortbow), Point Blank Shot, Rapid Shot, Far Shot, Weapon Specialization (Composite Shortbow), Mounted Combat, Mounted Archery, Improved Initiative. </p><p></p><p>Mithral Chain Vest</p><p>Mighty Composite Shortbow (+2)</p><p>Masterwork Longsword</p><p>+2 Buckler</p><p>18 x +3 Arrows</p><p></p><p></p><p><strong>Contundor, Eadric's Mount</strong></p><p> </p><p>Large Magical Beast w/ Half-Celestial Template; HD 12d8+60; hps 126; Init +2 (+2 Dex); Speed 50 ft; AC 22 (+11 Natural, +2 Dex, -1 Size); Attack: BAB: +12/+12/+7; +20/+20/+15 (2 Hooves, Bite) Dmg: 1d6+8 (hoof) or 1d4 +4 (bite), SV (as Eadric) Fort +18, Ref +11, Will +13; AL LG; Str 26, Dex 15, Con 21, Int 11, Wis 17, Cha 10 .</p><p></p><p>Languages: Common, Celestial</p><p></p><p>Skills: Listen +17, Spot +17, Wilderness Lore +9, Swim +14, Jump +14, Knowledge (Planes) +2</p><p></p><p>Feats: Alertness, Endurance, Track. </p><p></p><p>Paladin's Mount Special Abilities: Improved Evasion, Share Spells, Empathic Link, Share Saving Throws, Command, Spell Resistance +20.</p><p></p><p>Half Celestial Abilities: 1/day at 12th level: Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word; 3/day: Protection from Evil. Immune to acid, cold, disease and electricity, +4 on saves vs. poison; at will: Light. </p><p></p><p></p><p>At some point, I'll relate the story of how Eadric gained this steed.</p><p></p><p></p><p></p><p><strong>Ortwin of Jiuhu</strong> </p><p></p><p>Half-Elven Fighter5/Rogue5/Bard7/Ranger 1; medium sized humanoid (half-elf); HD 5d10+15 + 5d6+15 + 7d6+21 +1d10+3; hps 134; Init +5 (+5 Dex); Speed 30 ft; AC 23 (+5 Dex, +8 Armour, ++ Displacement Effects); Attack: BAB: +14/+9/+4; +22/+17/+12 (Finessed Magical Scimitar) and +14/+9 (Magical Pick); Dmg: 1d6+7 (12-20/x2) (Magical Scimitar) and 1d4+1 +1d6 electrical (20/x4 +3d10 electrical + 3d8 sonic + deafening); SV Fort +12, Ref +15, Will +8; AL CG(N Tendencies); Str 13, Dex 20, Con 16, Int 15, Wis 12, Cha 20 (24).</p><p></p><p>Languages: Common, Draconic, Old Borchion, Elf</p><p></p><p>Skills: Perform +21 (14 Ranks: Storytelling, Epic, Chant, Drum, Lyre, Lute, Pipe, Mime, Formal Dance, Folksong, Sword Swallowing, Juggling, Clarion, Satire), Bluff +24, Pick Pocket +13, Climb +9, Swim +7, Hide +20, Move Silently +20, Disguise +13, Knowledge (Arcana) +6, Innuendo +7, Open Lock +11, Use Magic Device +15, Search +11, Tumble +11. </p><p></p><p>Feats: Weapon Focus (Scimitar), Weapon Finesse (Scimitar - Yes, I allow this), Dodge, Expertise, Mobility, Weapon Specialization (Scimitar), Skill Focus (Bluff), Spring Attack, Whirlwind Attack, Improved Critical (Scimitar), Brew Potion, Track, Improved TWF (Depends on Virtual Tree)</p><p></p><p>Special Abilities: Sneak Attack +3d6, Evasion, Uncanny Dodge (Flatfooted Dex Bonus), Bardic Music, Bardic Knowledge. Ambidexterity and TWF in light or no armour. Favoured Enemy: Demons.</p><p></p><p>Spells: 3/5/4/2 per day. Known: 0lvl: Dancing Lights, Daze, Flare, Light, Read Magic, Prestidigitation; 1st lvl: Sleep, Charm Person, Alarm, Ventriloquism; 2nd lvl: Silence, Cat's Grace, Cure Moderate Wounds, Glitterdust, Detect Thoughts; 3rd lvl: Major Image, Scrying.</p><p></p><p>Magic Items: </p><p>"Dread Githla." +4 Keen, Throwing and Returning Scimitar</p><p>Cloak of Displacement (Major)</p><p>+5 Studded Leather Armour</p><p>The Blue Garnet Collar (Grants wearer +4 to Charisma).</p><p>Winged Boots </p><p>Potion of Fiery Breath.</p><p>Potion of Invisibility.</p><p>+1 Thundering and Shocking Burst Light Pick (Yet to be named)</p><p></p><p>Physical Characteristics: 44 years; 159 lbs; 5'8." Wiry and athletic, handsome, slightly exotic features only hint at Elven heritage. Black hair, green eyes, neatly trimmed beard. Olive complexion.</p><p></p><p></p><p><strong>Nwm the Preceptor</strong></p><p> </p><p>Human Druid 15; medium sized humanoid (human); HD 15d8+30; hps 105; Init +1 (+1 Dex); Speed 30 ft; AC 19 (+1 Dex, +5 Armour, +3 Natural); Attack: BAB: +11/+6/+1; +14/+14/+9/+9/+4 (Magical Quarterstaff) or +13/+8 (Magical Javelin) Dmg: 1d6+4 (x2) (Magical Quarterstaff) or 1d6 +3 (x2) (Magical Javelin), SV Fort +11, Ref +6, Will +13; AL NG; Str 14, Dex 12, Con 14, Int 15, Wis 19, Cha 17.</p><p></p><p>Languages: Common, Elven, Sylvan, Druidic</p><p></p><p>Skills: Animal Empathy +18, Handle Animal +9, Swim +10, Intuit Direction +10, Concentration +12, Wilderness Lore +21, Knowledge (Nature) + 13, Knowledge (Arcana) +7, Scry +12, Spellcraft +12, Diplomacy +8, Heal +7, Profession (Herbalist) +11, Craft (Leatherworker) +7 </p><p></p><p>Feats: Weapon Focus (Quarterstaff), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Brew Potion, Craft Wondrous Item, Natural Spell </p><p></p><p>Special Abilities: Woodland Stride, Trackless Step, +4 on Saves vs. Fey Enchantments, Wild Shape (5/day; Huge), Venom Immunity, A Thousand Faces, Timeless Body.</p><p></p><p>Spells Per Day: 6/6/6/5/5/4/3/2/1</p><p></p><p>Nwm's Staff (+2 Staff of the Woodlands topped with an Orb of Storms)</p><p>"Leofric's Token," a +3 Amulet of Natural Armour</p><p>+3 Leather Armour</p><p>"The Bleeding Spears of Huttur," 2x +1 Javelins of Wounding</p><p>Bag of Tricks (Rust Colour)</p><p>Nwm’s Torc: Command activated device which allows the wearer at will to ‘Commune with Nature’ as cast by a 9th level Druid.</p><p></p><p>Physical Characteristics: 46 Years; 188lbs; 5’10." Weathered face with wrinkles around the eyes. Stocky. Dishevelled, dark brown hair with a straggly beard - both greying. Hazel Eyes. Moves swiftly and purposefully.</p><p></p><p></p><p><strong>Tostig, Nwm's Bear</strong></p><p> </p><p>Dire Bear; Huge Animal; HD 21+126; hps 221; Init +0; Speed 40 ft; AC 19 (-2 Size, +11 Natural); Attack: 2 Claws +27, Bite +22; Dmg: 2d6 +14 (Claw) 4d6 +7 (Bite); SQ Improved Grab; SV Fort +18, Ref +12, Will +10; AL N; Str 39, Dex 11, Con 23, Int 12, Wis 19, Cha 17.</p><p></p><p>Skills: Listen +7, Spot +7, Swim +17</p><p></p><p></p><p><strong>Grince and Midder, Nwm's Owls</strong></p><p></p><p>Tiny Animal; HD 1; hps 4; Init +3 (+3 Dex); Speed 10 ft, Fly 40 ft (average); AC 17 (+3 Dex, +2 Size, +2 Natural); Attack: Claws +5 melee; Dmg: 1d2-2; SV Fort +2, Ref +5, Will +2; AL N; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4.</p><p></p><p>Skills: Listen +14, Move Silently +20, Spot +6 (+14 in Twilight)</p><p></p><p>Feats: Weapon Finesse (Claws)</p><p></p><p></p><p></p><p><strong>Mostin the Metagnostic</strong></p><p></p><p>Human (Outsider)Wizard (Diviner) 6 / Alienist 10; medium sized humanoid (Human); HD 6d4+6 + 10d4+10 +6 (Insane Certainty); hps 64; Init +3 (+3 Dex); Speed 30 ft; AC 20 (+3 Dex, +1 Natural, +4 Bracers of Armour, +2 Deflection); Attack: BAB: +8/+3; +9/+4 (MW Rapier) Dmg: 1d6+1 (18-20/x2) (Rapier), SV Fort +7, Ref +9, Will +15 (+17); AL N(G Tendencies); Str 11, Dex 16, Con 13, Int 23 (29), Wis 16 (18), Cha 12.</p><p></p><p>Languages: Common, Draconic, Celestial, Abyssal, Infernal, Auran, Ignan, Terran, Aquan, Elven</p><p></p><p>Skills: Knowledge (Arcana) +26, Knowledge (The Planes) +26, Knowledge (History) +17, Knowledge (Geography) +17, Spellcraft +26, Alchemy +16, Scry +26, Concentration +23, Ride +5, .</p><p></p><p>Feats: Martial Weapon Proficiency (Rapier), Scribe Scroll, Brew Potion, Alertness, Craft Wondrous Item, Quicken Spell, Still Spell, Maximize Spell, Chain Spell., Energy Substitution (sonic), Empower Spell.</p><p></p><p>Special Abilities: Alien Blessing (+1 Insight Bonus on Saving Throws), Extra Summoning, Summon Alien, Insane Certainty, Timeless Body, Pseudonatural Familiar, Transcendence (DR 20/+1, Electricity Resistance 20)</p><p></p><p>Phobia: birds.</p><p></p><p>Spells: 4/7/6/6/6/6/4/4/3 per day. Specialty: Divination (+1 spell/level/day). Extra Summoning = 1 x Summon Monster VIII. Prohibited: Necromancy. </p><p></p><p>Known: </p><p></p><p>0lvl: All PHB Cantrips. </p><p></p><p>1st lvl: Sleep, Charm Person, Alarm, Ventriloquism, Mount, Summon Monster, Comprehend Languages, Detect Undead, Identify, True Strike, Jump, Spider Climb, Magic Missile.</p><p></p><p>2nd lvl. Detect Thoughts, Summon Swarm, Summon Monster II, Web, Locate Object, Detect Invisibility, Darkness, Alter Self, Knock, Cat's Grace, Bull's Strength, Eagle's Splendour, Fox’s Cunning, Arcane Lock, Obscure Object, Whispering Eind, Dimensional Pocket, Mostin's Aura of Inscrutability, Mostin's Arhythmic Apoplexy, Mostin's Myopic Emanation </p><p></p><p>3rd lvl: Avoid Planar Effects, Phantom Steed, Stinking Cloud, Summon Monster III, Fireball, Lightning Bolt, Magic Circle Against Chaos/Evil/Good/Law, Dispel Magic, Tongues, Fly, Clairaudience/Clairvoyance.</p><p></p><p>4th lvl: Dimensional Anchor, Evard's Black Tentacles, Minor Creation, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Stoneskin, Phantasmal Killer, Shadow Conjuration, Polymorph Self, Mostin's Interminable Sermon, Mostin's Torque Tendril, Zone of Revelation.</p><p></p><p>5th lvl: Dismissal, Lesser Planar Binding, Summon Monster V, Contact Other Plane, Prying Eyes, Rary's Telepathic Bond, Dream, Nightmare, Teleport, Mostin's Metempsychotic Reversal, Mostin's Paroxysm of Fire, Permanency, Tenser’s Destructive Resonance.</p><p></p><p>6th lvl: Repulsion, Antimagic Field, Fiendform, Disintegrate, Planar Binding, Summon Monster VI, Analyze Dweomer, Legend Lore, True Seeing, Chain Lightning, Guards and Wards, Tenser's Transformation, Mass Haste, Mostin's Id Eruption</p><p></p><p>7th lvl: Banishment, Sequester, Spell Turning, Summon Monster VII, Greater Scrying, Vision, Insanity, Plane Shift, Ethereal Jaunt, Limited Wish, Reality Maelstrom, Mordenkainen's Magnificent Mansion, Mostin's Metagnostic Inquiry.</p><p></p><p>8th lvl: Mind Blank, Greater Planar Binding, Great Shout, Summon Monster VIII, Sympathy, Trap the Soul, Discern Location, Binding, Etherealness, Polymorph any Object, Mass Manifest, Symbol.</p><p></p><p>Magic Items: </p><p></p><p>Looking Glass of Urm Nahat (Mirror of Mental Prowess)</p><p>Portable Hole</p><p>Bracers of Armour +4</p><p>Ring of Protection +2</p><p>Incandescent Blue Sphere Ioun Stone (+2 Wis)</p><p>Pale Green Prism Ioun Stone (Sustains without Air)</p><p>Iridescent Spindle Ioun Stone (Sustains without Food or Water)</p><p>Amulet of Absorption (50 Spell Levels)</p><p>Headband of Intellect +6</p><p>3 Beads of Force</p><p>2 Phials of "Oil of Timelessness"</p><p>4 Potions of "Cure Serious Wounds."</p><p>Mostin's Comfortable Retreat</p><p></p><p><em>Mostin's Comfortable Retreat</em></p><p>This small replica of a house, when placed upon the ground and a command word is spoken, immediately grows into a comfortable manse of small size. A second command word causes it to shrink to its normal size. The Comfortable Retreat has six plushly furnished bedrooms, a cozy drawing room, three opulent bathrooms, a small lounge, a library, a dining room with place settings for ten people, a conservatory with numerous plants, a kitchen and scullery, a small laboratory equipped with alchemical equipment (+2 to checks), a pantry full of meats and viands and a well-stocked wine cellar. Fires always burn in the hearths and a squad of 6 unseen servants are always on hand to serve food, wash laundry or perform other sundry tasks. The doors and windows are arcane locked, grates warded with explosive runes cover the chimnies, and a magic mouth on the front door warns intruders away, declaring:</p><p></p><p>"This is the abode of Mostin the Meta-Gnostic. If you value your sanity, depart swiftly!"</p><p></p><p>Those attempting to enter the Comfortable Retreat without the owner's consent are subject to the effects of a suggestion with the message: "What a nice morning/afternoon/evening/night. Why not go for a long walk, in the opposite direction of this house?" The save DC vs this suggestion is 19. The Comfortable Retreat may be activated or deactivated each only once per day, although it can retain its large size indefinitely if the command to shrink is not spoken.</p><p>Caster Level 14th. Prerequisite of Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Guards and Wards. Market Price 68,000 gp.</p><p></p><p>Physical Characteristics: 41 Years (Physically, 33). 158 lbs. 5’6" Slim, dapper and fashionable. Immaculately trimmed beard. Reddish-brown hair, very fair complexion. Upon achieving his transcendence, Mostin's eyes changed colour to an eerie green and his eyelids shed away. Has a penchant for floppy hats.</p><p></p><p></p><p><strong>Mogus, Mostin's Familiar</strong></p><p></p><p>Diminutive Pseudonatural Magical Beast (Hedgehog); HD 16; hps 32; Init +1 (+1 Dex); Speed 15 ft; AC 23 (+1 Dex, +4 Size, +8 Natural); Attack: BAB: +7/+2, +12/7 (Bite); Dmg: 1d3-4, SA Poison; SQ Defensive Ball SV Fort +6, Ref +9, Will +13; AL N; Str 3, Dex 12, Con 10, Int 13, Wis 12, Cha 5.</p><p></p><p>Skills: Hide +17, Listen +5, Spot +5</p><p></p><p>Feats: Weapon Finesse (Bite)</p><p></p><p>Special Abilities: Alertness on Master, Improved Evasion, Empathic Link, Touch, Speak with Master, Speal with Animals of Type (Rodentia), Spell Resistance 20, Scry on Familiar.</p><p></p><p>Pseudonatural Qualities: True Strike 1/day; Electricity and Acid Resistance 20; DR 10/+3; SR 25; Alternate Form.</p><p></p><p></p><p></p><p><strong>Nehael (Lady Despina)</strong></p><p></p><p>Succubus. Medium sized outsider (Demon) / Druid 1 / Contemplative 1; HD 8d8+8 +1d8+1 +1d6+1; hps 51; Init +1 (+1 Dex); Speed 30 ft., fly 50 ft; AC 20 (+1 Dex, +9 Natural); Attack: BAB: +8/+3; +9/+9 (2 Claws); Dmg: 1d3+1 (Claw), SV Fort +16, Ref +12, Will +17; AL NG; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20.</p><p></p><p>Languages: Common, Draconic, Celestial, Abyssal </p><p></p><p>Skills: Bluff +11, Concentration +7, Disguise +11, Escape Artist +7, Hide +7, Knowledge (Philosophy) +16, Knowledge (Religion) +16, Knowledge (The Planes) +14, Knowledge (Nature) +9, Scry +9, Wilderness Lore +9, Listen +18, Move Silently +7, Ride +7, Search +9, Spot +18</p><p></p><p>Feats: Dodge, Mobility, Alertness. </p><p></p><p>Special Attacks: Spell-Like Abilities: At will – charm monster, clairaudience/clairvoyance, detect thoughts, ethereal jaunt, suggestion, teleport without error. </p><p></p><p>Special Qualities: Damage Reduction 20/+2; SR 12, Alternate Form, Tongues. Nature Sense. Cha bonus to all saves (Mysticism Domain Ability).</p><p></p><p>Tanar’ri Qualities: Immune to Poison and Electricity; Cold, Fire Acid Resistance 20; Telepathy.</p><p></p><p>Spells: 4/3 Spells per Day + Prestige Domain Spells (Mystcism)</p><p></p><p>Nehael (Despina) is a Succubus modestly advanced from 6HD to 8HD – primarily to grant her extra skill points, reflecting her religious and philosophical expertise. </p><p>The question "what qualities and abilities does an ex-demon possess?" was vexatious. Whilst it was tempting to replace certain supernatural abilities with their good equivalent (unholy blight becomes holy smite, the energy drain kiss becomes restoration etc.), I didn’t feel as though these powers accurately captured the mood of her "atonement." I therefore simply decided to drop those abilities which were inconsistent in flavour with her new alignment (darkness, desecrate, doom, unholy blight, summon tanar’ri, energy drain). If any other abilities arise to replace these, then it will only be after much work by the demoness – atonement is never that easy.</p><p>Other spell-like abilities, and resistances, I allowed her to keep. These did not seem inappropriate to her new alignment, and were reflective of her supernatural nature more than evil. Nonetheless, in terms of power, she is diminished.</p><p></p><p></p><p></p><p><em>Next: The Fiends.</em></p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 212236, member: 4303"] [b]The PCs, their Animals and Nehael[/b] These are the characters as they stand in the Spring of the year 688, before the beginning of the War of Secession. I sat down with each of the players to make sure my copies of the characters were fully rationalized wrt. game mechanics - its amazing how many errors came to light. Dan's illegible handwriting, Dave's sloppy math and my lazy, half-asleep, cut-and paste means that errors (actually, mostly mine) in the opening post have been rectified. I'm trying to find Mostin's Spell descriptions - I've got a copy tucked away on my desktop somewhere. Otherwise I'll have to pester Dan. [B]Eadric[/B] Human male Paladin 15 / Divine Disciple 1; medium sized humanoid (human); HD 15d10+1d8 + 64; hps 168; Init +1 (+1 Dex,); Speed 20 ft; AC 28 (+1 Dex, +12 Armour, +5 Shield); Attack: BAB: +15/+10/+5; +25/+20/+15 (Magical Bastard Sword + Belt) or +24/+19/+14 (Magical Lance + Belt); Dmg: 1d10+9 (15-20/x2) (Magical Bastard Sword), 1d8+9 (x3) (Magical Lance + Belt) - double on charge. SV Fort +20, Ref +11, Will +15; AL LG; Str 18 (24), Dex 13, Con 18, Int 12, Wis 16, Cha 22. Languages: Common, Celestial Skills: Ride +16, Knowledge (Religion) +10, Knowledge (Nobility) +8, Diplomacy +24, Handle Animal +11, Perform +10 (Ballad, Ode, Lute, Dance), Knowledge (History) +6, Sense Motive +7. Feats: Exotic Weapon Proficiency (Bastard Sword), Power Attack, Mounted Combat, Ride-by-Attack, Spirited Charge, Weapon Focus (Bastard Sword), Improved Critical (Bastard Sword) Special Abilities: Detect Evil at will, Divine Grace, Lay on Hands (75hp/day), Divine Health, Aura of Courage, Smite Evil (1/day, +15 dmg), Remove Disease (5/week), Turn Undead (as CLE 13, 8/day). Strength Domain Power (1/day: +16 to Str for 1 round). Divine Emissary (Telepathy w/ LG celestials in 60 ft.) Spells: -/3/3/2/1. Prepared spells vary, but usually include "Holy Sword." Plus Strength domain spells: Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity. Magic Items: "Lukarn." LG Keen Sunblade (Bastard Sword) +2, +4 vs Evil Creatures. Double Damage vs. Undead. Int 14, Wis 17, Cha 15. Semiempathy. 1 x Extraordinary Ability: Heal 1/day. Special Purpose: Slay Chaotic Evil Creatures. Special Purpose Power: Confusion. Lukarn has an Ego of 20. "The Skin of Sarth." +4 Full Plate Armour of Invulnerability. "Melimpor's Iron Girdle." Belt of Giant Strength +6. "Melimpor's Shield." A Large +3 Shield of Blinding. "Kirm." Heavy +2 Dragonbane Lance. 3 Javelins of Lightning 4 Potions of Cure Serious Wounds; 2 Potions of Haste. Physical Characteristics: 34 Years. 190 lbs. 6’1." Tawny, shoulder-length hair, brown eyes, athletic but not over-muscled. Fair Complexion. Now sports a beard which makes him look older than previously. [B]Tatterbrand, Eadric's Squire[/B] Human Fighter 8; medium sized humanoid (human); HD 8d10+16; hps 64; Init +7 (+3 Dex, +4 Improved); Speed 30 ft; AC 20 (+3 Dex, +4 Armour, +3 Buckler); Attack: BAB: +8/+3; +12/+7 (MW Longsword) or +15/+10 (Composite Shortbow w/ magic arrow) Dmg: 1d8+2 (19-20/x2) (MW Longsword) or 1d6 +5 (x3) (Composite Shortbow), SV Fort +8, Ref +5, Will +2; AL LG; Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 13. Languages: Common, Elven Skills: Ride +10, Jump +10, Handle Animal +10, Swim +8, Intimidate +6, Climb +7 Feats: Weapon Focus (Longsword), Weapon Focus (Composite Shortbow), Point Blank Shot, Rapid Shot, Far Shot, Weapon Specialization (Composite Shortbow), Mounted Combat, Mounted Archery, Improved Initiative. Mithral Chain Vest Mighty Composite Shortbow (+2) Masterwork Longsword +2 Buckler 18 x +3 Arrows [B]Contundor, Eadric's Mount[/B] Large Magical Beast w/ Half-Celestial Template; HD 12d8+60; hps 126; Init +2 (+2 Dex); Speed 50 ft; AC 22 (+11 Natural, +2 Dex, -1 Size); Attack: BAB: +12/+12/+7; +20/+20/+15 (2 Hooves, Bite) Dmg: 1d6+8 (hoof) or 1d4 +4 (bite), SV (as Eadric) Fort +18, Ref +11, Will +13; AL LG; Str 26, Dex 15, Con 21, Int 11, Wis 17, Cha 10 . Languages: Common, Celestial Skills: Listen +17, Spot +17, Wilderness Lore +9, Swim +14, Jump +14, Knowledge (Planes) +2 Feats: Alertness, Endurance, Track. Paladin's Mount Special Abilities: Improved Evasion, Share Spells, Empathic Link, Share Saving Throws, Command, Spell Resistance +20. Half Celestial Abilities: 1/day at 12th level: Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word; 3/day: Protection from Evil. Immune to acid, cold, disease and electricity, +4 on saves vs. poison; at will: Light. At some point, I'll relate the story of how Eadric gained this steed. [B]Ortwin of Jiuhu[/B] Half-Elven Fighter5/Rogue5/Bard7/Ranger 1; medium sized humanoid (half-elf); HD 5d10+15 + 5d6+15 + 7d6+21 +1d10+3; hps 134; Init +5 (+5 Dex); Speed 30 ft; AC 23 (+5 Dex, +8 Armour, ++ Displacement Effects); Attack: BAB: +14/+9/+4; +22/+17/+12 (Finessed Magical Scimitar) and +14/+9 (Magical Pick); Dmg: 1d6+7 (12-20/x2) (Magical Scimitar) and 1d4+1 +1d6 electrical (20/x4 +3d10 electrical + 3d8 sonic + deafening); SV Fort +12, Ref +15, Will +8; AL CG(N Tendencies); Str 13, Dex 20, Con 16, Int 15, Wis 12, Cha 20 (24). Languages: Common, Draconic, Old Borchion, Elf Skills: Perform +21 (14 Ranks: Storytelling, Epic, Chant, Drum, Lyre, Lute, Pipe, Mime, Formal Dance, Folksong, Sword Swallowing, Juggling, Clarion, Satire), Bluff +24, Pick Pocket +13, Climb +9, Swim +7, Hide +20, Move Silently +20, Disguise +13, Knowledge (Arcana) +6, Innuendo +7, Open Lock +11, Use Magic Device +15, Search +11, Tumble +11. Feats: Weapon Focus (Scimitar), Weapon Finesse (Scimitar - Yes, I allow this), Dodge, Expertise, Mobility, Weapon Specialization (Scimitar), Skill Focus (Bluff), Spring Attack, Whirlwind Attack, Improved Critical (Scimitar), Brew Potion, Track, Improved TWF (Depends on Virtual Tree) Special Abilities: Sneak Attack +3d6, Evasion, Uncanny Dodge (Flatfooted Dex Bonus), Bardic Music, Bardic Knowledge. Ambidexterity and TWF in light or no armour. Favoured Enemy: Demons. Spells: 3/5/4/2 per day. Known: 0lvl: Dancing Lights, Daze, Flare, Light, Read Magic, Prestidigitation; 1st lvl: Sleep, Charm Person, Alarm, Ventriloquism; 2nd lvl: Silence, Cat's Grace, Cure Moderate Wounds, Glitterdust, Detect Thoughts; 3rd lvl: Major Image, Scrying. Magic Items: "Dread Githla." +4 Keen, Throwing and Returning Scimitar Cloak of Displacement (Major) +5 Studded Leather Armour The Blue Garnet Collar (Grants wearer +4 to Charisma). Winged Boots Potion of Fiery Breath. Potion of Invisibility. +1 Thundering and Shocking Burst Light Pick (Yet to be named) Physical Characteristics: 44 years; 159 lbs; 5'8." Wiry and athletic, handsome, slightly exotic features only hint at Elven heritage. Black hair, green eyes, neatly trimmed beard. Olive complexion. [B]Nwm the Preceptor[/B] Human Druid 15; medium sized humanoid (human); HD 15d8+30; hps 105; Init +1 (+1 Dex); Speed 30 ft; AC 19 (+1 Dex, +5 Armour, +3 Natural); Attack: BAB: +11/+6/+1; +14/+14/+9/+9/+4 (Magical Quarterstaff) or +13/+8 (Magical Javelin) Dmg: 1d6+4 (x2) (Magical Quarterstaff) or 1d6 +3 (x2) (Magical Javelin), SV Fort +11, Ref +6, Will +13; AL NG; Str 14, Dex 12, Con 14, Int 15, Wis 19, Cha 17. Languages: Common, Elven, Sylvan, Druidic Skills: Animal Empathy +18, Handle Animal +9, Swim +10, Intuit Direction +10, Concentration +12, Wilderness Lore +21, Knowledge (Nature) + 13, Knowledge (Arcana) +7, Scry +12, Spellcraft +12, Diplomacy +8, Heal +7, Profession (Herbalist) +11, Craft (Leatherworker) +7 Feats: Weapon Focus (Quarterstaff), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Brew Potion, Craft Wondrous Item, Natural Spell Special Abilities: Woodland Stride, Trackless Step, +4 on Saves vs. Fey Enchantments, Wild Shape (5/day; Huge), Venom Immunity, A Thousand Faces, Timeless Body. Spells Per Day: 6/6/6/5/5/4/3/2/1 Nwm's Staff (+2 Staff of the Woodlands topped with an Orb of Storms) "Leofric's Token," a +3 Amulet of Natural Armour +3 Leather Armour "The Bleeding Spears of Huttur," 2x +1 Javelins of Wounding Bag of Tricks (Rust Colour) Nwm’s Torc: Command activated device which allows the wearer at will to ‘Commune with Nature’ as cast by a 9th level Druid. Physical Characteristics: 46 Years; 188lbs; 5’10." Weathered face with wrinkles around the eyes. Stocky. Dishevelled, dark brown hair with a straggly beard - both greying. Hazel Eyes. Moves swiftly and purposefully. [B]Tostig, Nwm's Bear[/B] Dire Bear; Huge Animal; HD 21+126; hps 221; Init +0; Speed 40 ft; AC 19 (-2 Size, +11 Natural); Attack: 2 Claws +27, Bite +22; Dmg: 2d6 +14 (Claw) 4d6 +7 (Bite); SQ Improved Grab; SV Fort +18, Ref +12, Will +10; AL N; Str 39, Dex 11, Con 23, Int 12, Wis 19, Cha 17. Skills: Listen +7, Spot +7, Swim +17 [B]Grince and Midder, Nwm's Owls[/B] Tiny Animal; HD 1; hps 4; Init +3 (+3 Dex); Speed 10 ft, Fly 40 ft (average); AC 17 (+3 Dex, +2 Size, +2 Natural); Attack: Claws +5 melee; Dmg: 1d2-2; SV Fort +2, Ref +5, Will +2; AL N; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4. Skills: Listen +14, Move Silently +20, Spot +6 (+14 in Twilight) Feats: Weapon Finesse (Claws) [B]Mostin the Metagnostic[/B] Human (Outsider)Wizard (Diviner) 6 / Alienist 10; medium sized humanoid (Human); HD 6d4+6 + 10d4+10 +6 (Insane Certainty); hps 64; Init +3 (+3 Dex); Speed 30 ft; AC 20 (+3 Dex, +1 Natural, +4 Bracers of Armour, +2 Deflection); Attack: BAB: +8/+3; +9/+4 (MW Rapier) Dmg: 1d6+1 (18-20/x2) (Rapier), SV Fort +7, Ref +9, Will +15 (+17); AL N(G Tendencies); Str 11, Dex 16, Con 13, Int 23 (29), Wis 16 (18), Cha 12. Languages: Common, Draconic, Celestial, Abyssal, Infernal, Auran, Ignan, Terran, Aquan, Elven Skills: Knowledge (Arcana) +26, Knowledge (The Planes) +26, Knowledge (History) +17, Knowledge (Geography) +17, Spellcraft +26, Alchemy +16, Scry +26, Concentration +23, Ride +5, . Feats: Martial Weapon Proficiency (Rapier), Scribe Scroll, Brew Potion, Alertness, Craft Wondrous Item, Quicken Spell, Still Spell, Maximize Spell, Chain Spell., Energy Substitution (sonic), Empower Spell. Special Abilities: Alien Blessing (+1 Insight Bonus on Saving Throws), Extra Summoning, Summon Alien, Insane Certainty, Timeless Body, Pseudonatural Familiar, Transcendence (DR 20/+1, Electricity Resistance 20) Phobia: birds. Spells: 4/7/6/6/6/6/4/4/3 per day. Specialty: Divination (+1 spell/level/day). Extra Summoning = 1 x Summon Monster VIII. Prohibited: Necromancy. Known: 0lvl: All PHB Cantrips. 1st lvl: Sleep, Charm Person, Alarm, Ventriloquism, Mount, Summon Monster, Comprehend Languages, Detect Undead, Identify, True Strike, Jump, Spider Climb, Magic Missile. 2nd lvl. Detect Thoughts, Summon Swarm, Summon Monster II, Web, Locate Object, Detect Invisibility, Darkness, Alter Self, Knock, Cat's Grace, Bull's Strength, Eagle's Splendour, Fox’s Cunning, Arcane Lock, Obscure Object, Whispering Eind, Dimensional Pocket, Mostin's Aura of Inscrutability, Mostin's Arhythmic Apoplexy, Mostin's Myopic Emanation 3rd lvl: Avoid Planar Effects, Phantom Steed, Stinking Cloud, Summon Monster III, Fireball, Lightning Bolt, Magic Circle Against Chaos/Evil/Good/Law, Dispel Magic, Tongues, Fly, Clairaudience/Clairvoyance. 4th lvl: Dimensional Anchor, Evard's Black Tentacles, Minor Creation, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Stoneskin, Phantasmal Killer, Shadow Conjuration, Polymorph Self, Mostin's Interminable Sermon, Mostin's Torque Tendril, Zone of Revelation. 5th lvl: Dismissal, Lesser Planar Binding, Summon Monster V, Contact Other Plane, Prying Eyes, Rary's Telepathic Bond, Dream, Nightmare, Teleport, Mostin's Metempsychotic Reversal, Mostin's Paroxysm of Fire, Permanency, Tenser’s Destructive Resonance. 6th lvl: Repulsion, Antimagic Field, Fiendform, Disintegrate, Planar Binding, Summon Monster VI, Analyze Dweomer, Legend Lore, True Seeing, Chain Lightning, Guards and Wards, Tenser's Transformation, Mass Haste, Mostin's Id Eruption 7th lvl: Banishment, Sequester, Spell Turning, Summon Monster VII, Greater Scrying, Vision, Insanity, Plane Shift, Ethereal Jaunt, Limited Wish, Reality Maelstrom, Mordenkainen's Magnificent Mansion, Mostin's Metagnostic Inquiry. 8th lvl: Mind Blank, Greater Planar Binding, Great Shout, Summon Monster VIII, Sympathy, Trap the Soul, Discern Location, Binding, Etherealness, Polymorph any Object, Mass Manifest, Symbol. Magic Items: Looking Glass of Urm Nahat (Mirror of Mental Prowess) Portable Hole Bracers of Armour +4 Ring of Protection +2 Incandescent Blue Sphere Ioun Stone (+2 Wis) Pale Green Prism Ioun Stone (Sustains without Air) Iridescent Spindle Ioun Stone (Sustains without Food or Water) Amulet of Absorption (50 Spell Levels) Headband of Intellect +6 3 Beads of Force 2 Phials of "Oil of Timelessness" 4 Potions of "Cure Serious Wounds." Mostin's Comfortable Retreat [I]Mostin's Comfortable Retreat[/I] This small replica of a house, when placed upon the ground and a command word is spoken, immediately grows into a comfortable manse of small size. A second command word causes it to shrink to its normal size. The Comfortable Retreat has six plushly furnished bedrooms, a cozy drawing room, three opulent bathrooms, a small lounge, a library, a dining room with place settings for ten people, a conservatory with numerous plants, a kitchen and scullery, a small laboratory equipped with alchemical equipment (+2 to checks), a pantry full of meats and viands and a well-stocked wine cellar. Fires always burn in the hearths and a squad of 6 unseen servants are always on hand to serve food, wash laundry or perform other sundry tasks. The doors and windows are arcane locked, grates warded with explosive runes cover the chimnies, and a magic mouth on the front door warns intruders away, declaring: "This is the abode of Mostin the Meta-Gnostic. If you value your sanity, depart swiftly!" Those attempting to enter the Comfortable Retreat without the owner's consent are subject to the effects of a suggestion with the message: "What a nice morning/afternoon/evening/night. Why not go for a long walk, in the opposite direction of this house?" The save DC vs this suggestion is 19. The Comfortable Retreat may be activated or deactivated each only once per day, although it can retain its large size indefinitely if the command to shrink is not spoken. Caster Level 14th. Prerequisite of Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Guards and Wards. Market Price 68,000 gp. Physical Characteristics: 41 Years (Physically, 33). 158 lbs. 5’6" Slim, dapper and fashionable. Immaculately trimmed beard. Reddish-brown hair, very fair complexion. Upon achieving his transcendence, Mostin's eyes changed colour to an eerie green and his eyelids shed away. Has a penchant for floppy hats. [B]Mogus, Mostin's Familiar[/B] Diminutive Pseudonatural Magical Beast (Hedgehog); HD 16; hps 32; Init +1 (+1 Dex); Speed 15 ft; AC 23 (+1 Dex, +4 Size, +8 Natural); Attack: BAB: +7/+2, +12/7 (Bite); Dmg: 1d3-4, SA Poison; SQ Defensive Ball SV Fort +6, Ref +9, Will +13; AL N; Str 3, Dex 12, Con 10, Int 13, Wis 12, Cha 5. Skills: Hide +17, Listen +5, Spot +5 Feats: Weapon Finesse (Bite) Special Abilities: Alertness on Master, Improved Evasion, Empathic Link, Touch, Speak with Master, Speal with Animals of Type (Rodentia), Spell Resistance 20, Scry on Familiar. Pseudonatural Qualities: True Strike 1/day; Electricity and Acid Resistance 20; DR 10/+3; SR 25; Alternate Form. [B]Nehael (Lady Despina)[/B] Succubus. Medium sized outsider (Demon) / Druid 1 / Contemplative 1; HD 8d8+8 +1d8+1 +1d6+1; hps 51; Init +1 (+1 Dex); Speed 30 ft., fly 50 ft; AC 20 (+1 Dex, +9 Natural); Attack: BAB: +8/+3; +9/+9 (2 Claws); Dmg: 1d3+1 (Claw), SV Fort +16, Ref +12, Will +17; AL NG; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20. Languages: Common, Draconic, Celestial, Abyssal Skills: Bluff +11, Concentration +7, Disguise +11, Escape Artist +7, Hide +7, Knowledge (Philosophy) +16, Knowledge (Religion) +16, Knowledge (The Planes) +14, Knowledge (Nature) +9, Scry +9, Wilderness Lore +9, Listen +18, Move Silently +7, Ride +7, Search +9, Spot +18 Feats: Dodge, Mobility, Alertness. Special Attacks: Spell-Like Abilities: At will – charm monster, clairaudience/clairvoyance, detect thoughts, ethereal jaunt, suggestion, teleport without error. Special Qualities: Damage Reduction 20/+2; SR 12, Alternate Form, Tongues. Nature Sense. Cha bonus to all saves (Mysticism Domain Ability). Tanar’ri Qualities: Immune to Poison and Electricity; Cold, Fire Acid Resistance 20; Telepathy. Spells: 4/3 Spells per Day + Prestige Domain Spells (Mystcism) Nehael (Despina) is a Succubus modestly advanced from 6HD to 8HD – primarily to grant her extra skill points, reflecting her religious and philosophical expertise. The question "what qualities and abilities does an ex-demon possess?" was vexatious. Whilst it was tempting to replace certain supernatural abilities with their good equivalent (unholy blight becomes holy smite, the energy drain kiss becomes restoration etc.), I didn’t feel as though these powers accurately captured the mood of her "atonement." I therefore simply decided to drop those abilities which were inconsistent in flavour with her new alignment (darkness, desecrate, doom, unholy blight, summon tanar’ri, energy drain). If any other abilities arise to replace these, then it will only be after much work by the demoness – atonement is never that easy. Other spell-like abilities, and resistances, I allowed her to keep. These did not seem inappropriate to her new alignment, and were reflective of her supernatural nature more than evil. Nonetheless, in terms of power, she is diminished. [I]Next: The Fiends.[/I] [/QUOTE]
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Eadric et. al. (The Paladin and his Friends).
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